The Biocybernaut Institute - Center for Advanced Brain Wave Biofeedback Training using Neurofeedback - Brainwave Training The Biocybernaut Institute - Center for Advanced Brain Wave Biofeedback Training using Neurofeedback - Brainwave Training The Biocybernaut Institute - Center for Advanced Brain Wave Biofeedback Training using Neurofeedback - Brainwave Training  
   
Quick Links: schedule registration location contact  
 
 
 Benefits   Forgiveness   Spiritual Science   Case Studies 
 Testimonials   Publications   Technical Papers   Future Applications 

 Future Applications Index
   Mood Maps
   Virtual Reality    Implications

Virtual Reality, Interactive Movies, and Video Games
Controlled by Prescriptive Brain Mapping

James V. Hardt, Ph.D.

The rapid advance of technology has given video game designers tools of almost unimaginable power: high speed computer graphics chips flash millions of bright colors on a screen in a fraction of a second, digital compression techniques squeeze a complete encyclopedia onto a single compact disk, and simulation techniques immerse players in a 3-D world of illusion. Advanced Virtual Reality, interactive movies, and video games benefit from having multiple alternative scripts or scenarios that can be played out, based on the interactive choices made by the user or player or viewer. Choices are made in the mind of the user, but typically are only communicated to the operating software through the crude technology of coarse motor movements of joy sticks, push buttons, levers, knobs, mice, track balls, etc.

This mismatch in bandwidth between the organ of choice [the brain] and the communication device [joysticks or push buttons] dramatically limits a large family of important parameters of the communication process. Among the limitations are limitations in the time delay of registering choices, limitations in the number of choices that can be registered simultaneously (or in a short time period), limitations in the amount of information that can be communicated by each choice, and limitations in the subtleties and nuances of motivation and interest on the part of the user that can be registered through each choice. In addition, no one has yet found a way to make video games and interactive entertainment broadly attractive to the people who consume the biggest share of books, movies, and television drama, namely adult women.

All these problems can be solved readily by Prescriptive Brain Mapping techniques, which can sense and respond to the user's thoughts, feelings, and intentions without the need for the user to speak, press buttons, or jiggle a joy stick. In addition the script can unfold and characters can behave in ways uniquely suited to each viewer's mood of the moment, because the Prescriptive Brain Mapping techniques can accurately determine the subtleties of changing moods and can alter the actions and the story line appropriately. Characters can be synthesized and can be made to evolve through morphing techniques to suit the subtleties of each viewer's preferences for height, weight, sex, coloration, voice pitch, behavior, character, and personality. By being able, for the first time, to rapidly and accurately determine, through Mapping of Brain Archetypes, what each viewer or player wants in each moment, the interactive entertainment medium will be able to offer previously unimaginable levels of satisfaction and enjoyment. Examples of effective implementations will be described.


back to top


   
 
 
 

Copyright © 2005  All rights reserved by The Biocybernaut Institute www.biocybernaut.com
web design by  www.webstyr.com